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Everything posted by salaminho
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Hello everyone! I build this rover with Breaking Grounds DLC parts. Hinges, pistons and tiny nosecones works as a fully functional suspension system. I hope you guys enjoy it ;D. I'll post the craft on kerbalX someday this week. https://kerbalx.com/salaminho/J-7A-Golias-Trophy-Truck
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I accidentally built a kraken drive today. I was working on this "dream chaser" type spacecraft and I found a strange change in velocity when a kerbal would walk over a docking port while on a ladder. Did this ever happened to anyone?
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Hey! Thanks for the update! I loved the kerbeanie, too bad it is not available in Brazil, I want it!
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Stock ornithopter / entomopter
salaminho replied to salaminho's topic in KSP1 The Spacecraft Exchange
Hi! I made an improved version of my ornithopter based on the community feedback. Now it's faster, more maneuverable, easier for taking off and has longer range. You can download here: https://kerbalx.com/salaminho/OT-1B-Odonata-ornithopter-improved -
After updating the game with the new patch I tried my Eeloo mission again. Many of the bugs were fixed, wich was great, but I still had some issues: - After a timewarp bellow 40km above Eeloo something always break, that doesn't happens when I am above 40km. - Decoupling my descent stage renders my lander an destroyed status, even though nothing was broken. This was working on Kerbin. I don't know if this issues are related to Eeloo only, or if it has something to do with the fact that I created this crafts and launched to LKO before the patch.
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Failing to save any game (autosave, quicksave and game save)
salaminho replied to real_filami's topic in v0.1.2
I had the same issue last night. This is happening in a specific autosave that was created after a successful docking. I can't create new saves when loading this one. File size is 2194KB. -
Stock ornithopter / entomopter
salaminho replied to salaminho's topic in KSP1 The Spacecraft Exchange
Thank you! They also twist, that is the most important detail. Okay! It's online now, you can download on my kerbal X page. https://kerbalx.com/salaminho/OT-1-A-Odonata-Ornithopter -
Stock ornithopter / entomopter
salaminho replied to salaminho's topic in KSP1 The Spacecraft Exchange
Thanks! If you managed to do even a simple design, congratulations for you, this is very challenging ! Oh yes! I've seen some of his stuff, let's say it was part of my research. Now that you mentioned I saw his last vtol, I tried a very similar solution in ksp, but unfortunately, ksp parts are not as sturdy and robotics not as fast as in storm works, so I gave up on the vtol idea. -
Stock ornithopter / entomopter
salaminho replied to salaminho's topic in KSP1 The Spacecraft Exchange
Thanks! I've lost the count on how many hours I've spent on this project. It took me a lot of time researching aerodynamic principles, how insects and birds flies and, especially, finding work-around bugs. And there is still some room for improvement . The only hinges are on the base of the wings. The wing segments are attached to each other by tiny nosecones, its a light weight part with a very flexible connection. This is the key part for making it work as the ideal angle of attack changes along the wing. -
Stock ornithopter / entomopter
salaminho replied to salaminho's topic in KSP1 The Spacecraft Exchange
Thank you! The frame of the cockpit are 025 grip pads (breaking grounds DLC), and the glass are flags actually, its basically a png file with half transparency. The frame really works as a roll cage, high impact tolerance parts that protects the kerbals when crashing. But the "glass" doesn't change anything regarding aerodynamics, also doesn't add mass, it's just for aesthetics. It is all stock. -
I am excited for playing this wonderful game with some friends.
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Stock ornithopter / entomopter
salaminho replied to salaminho's topic in KSP1 The Spacecraft Exchange
Thanks dude! I appreciate that! -
Hi! I wanted to share this with the community. It is still a work in progress, but I can say it's fully functional right now. All thrust and lift is provided by oscillating movement of wings, attitude controls are provided by differential movement of wings and surface controls. There is no kraken drives, no reaction wheels, no trickery at all! I hope you will enjoy it. When I'm satisfied with the results I'll post it on my kerbalX page: https://kerbalx.com/salaminho/OT-1-A-Odonata-Ornithopter
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One thing I miss when creating machines and other stuff with robotic parts are cogwheels, gears, screw gears, chain gears, etc... Basically ways to redirect rotational movement and amplify speed or torque. This would open a huge variety of possibilities. I don't know how hard would it be to program this in game or in a future DLC, or if it would be too much to ask for, but it would be awesome!
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Sea plane parts.
salaminho replied to Ryaja's topic in Prelaunch KSP2 Suggestions & Development Discussion
Definetively must have, but I would extend that desire to naval parts in general. What I would really like to see is a better fluid dynamics, with different buoyancy levels in different worlds. It gave me an idea, a frozen world with underground oceans like Enceladus would be awesome . But I might be pushing this topic to far, sorry. -
I think animal life would be an interesting addition to the game. It doesn't even have to be an interaction like petting or hunting, the animals could just run away, or not physical objects. It would be enough to make Kerbin looks less sterile. Fauna and flora has always been an motivation for exploration in our world, I bet a diversity of plants and animals by different biomes would serve as a motivation to explore Kerbin as well. As for weather, absolutely.
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Better strut connectors
salaminho replied to salaminho's topic in Prelaunch KSP2 Suggestions & Development Discussion
Yes, I took some inspiration on KAS, although I don't remember the old version. In a modular, procedural, structural system the possibilites are endless.- 2 replies
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A few ideias on how I would improve EAS-4 Strut connector based on my own experience of gameplay. Instead of selecting two parts to be connected, it would be a better idea if you could place two standard base connection on both parts and then linking them together. This way both ends of the structure would be always fixed on each part, I think this would work better with moving robotic parts. Allow multiple connections between the structure bases. Maybe this could be a tweakable feature for the player to choose between up to six connections nodes. With this solution it would be possible to create geodesic structures. A tweakable option between fixed or free rotating base would be nice. Maybe the player could even choose which axis should be free and which should be fixed. Make struts physical objects, and with higher crash tolerance. This would make possible the creation of roll cages around rovers, keeping kerbals safe. Struts mass should be relative to how long the strut is.
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This is an excellent suggestion! I'm also struggling with this lack of feature for a while. Don't get me wrong there are ways to create circular part connections in ksp1, like docking ports or EAS-4 struts, but they are hard to work with and don't work with robotic parts, at least after reloading the game. A practical exemple of this issue on a smaller scale: I've build a custom suspension system that uses struts to create multiple circular connections between the wheels and the chassis. It works super fine at first but it gets deformed when I reload the game. https://kerbalx.com/salaminho/J-6-A-Attini-stock-suspension It's like the game wasn't meant to be played this way, but there are so many potential possibilities. I would like to see an official solution for this issue instead of leaving it up to players find a way around.
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Hello community, I'm now working on an ornithopter and I find that using differential damping on the wing hinges could give me yaw control. But I ran into a problem, the damping range goes from 0 to 200, but when I add damping to a KAL-1000 unit it only ranges from 0 to 1. This happens to every single part that haves the damping field. Is this a game bug? Is there a way to fix it?